52 lines
1.3 KiB
C#
52 lines
1.3 KiB
C#
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using System.Collections.Concurrent;
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using TanksServer.Models;
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namespace TanksServer.Services;
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internal sealed class SpawnQueue(TankManager tanks, MapService map) : ITickStep
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{
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private readonly ConcurrentQueue<Player> _playersToSpawn = new();
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public Task TickAsync()
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{
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while (_playersToSpawn.TryDequeue(out var player))
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{
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var tank = new Tank(player, ChooseSpawnPosition())
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{
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Rotation = Random.Shared.Next(0, 16)
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};
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tanks.Add(tank);
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}
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return Task.CompletedTask;
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}
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private PixelPosition ChooseSpawnPosition()
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{
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List<TilePosition> candidates = new();
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for (var x = 0; x < MapService.TilesPerRow; x++)
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for (var y = 0; y < MapService.TilesPerColumn; y++)
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{
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var tile = new TilePosition(x, y);
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if (map.IsCurrentlyWall(tile))
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continue;
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// TODO: check tanks
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candidates.Add(tile);
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}
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var chosenTile = candidates[Random.Shared.Next(candidates.Count)];
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return new PixelPosition(
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chosenTile.X * MapService.TileSize,
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chosenTile.Y * MapService.TileSize
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);
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}
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public void SpawnTankForPlayer(Player player)
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{
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_playersToSpawn.Enqueue(player);
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}
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}
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